Patch 5.2 is right on the horizon, bringing with it a new raid full of exciting bosses and powerful epic loot! Yesterday I had the opportunity to interview Lead Encounter Developer Ion "Watcher" Hazzikostas, who shared insights on Throne of Thunder's design as well as on raid-related topics such as Item Upgrades and Thunderforged gear.

Topics covered include:

The decision to implement Ra-den, a limited-attempt heroic-only boss, in Throne of Thunder.

Thoughts on the staggered release of Tier 14 content.

Progression paths for raiders in 5.2 who have yet to complete Tier 14 content.

The multiple purposes behind Thunderforged items and how they can benefit 25-player raids.

Strengths, weaknesses, and possible modifications to the item upgrade system.

The purpose behind the new Feats of Strength (Ahead of the Curve, Cutting Edge) for killing Tier 14 bosses before 5.2's release.

Challenges behind creating legendary weapons and their effects on raids and player participation.

The success of and future plans for Challenge Modes.

As for other Patch 5.2 raid commentary, Guild Ox interviewed Ion Hazzikostas yesterday and their interview focuses on many of the new encounters coming in 5.2. Blizzard also released a Throne of Thunder raid preview earlier this week, in which Ion contributed commentary on all of the new bosses. We've included his comments as well after the interview.

Click the cut for Wowhead's interview and Blizzard's Throne of Thunder raid preview!

Over the past few days, Lead Encounter Dev Watcher has been explaining the decision behind Ra-den, a heroic-only limited-attempt boss coming in Patch 5.2, who drops only ilvl 541 gear. Many raiders don't have good memories of limited-attempt bosses such as Algalon the Observer and The Lich King in Wrath, and the thread tries to alleviate various concerns about limited attempts. Ghostcrawler has also continued posting 5.2 class changes after his huge buff post yesterday, which we've organized by class.

If you're not a raider, Community Manager Crithto has written a blog previewing a laid-back weekend afternoon spent playing Patch 5.2. While the basics are covered such as PvE and PvP dailies, hearthstones and reputation quests at Sunsong Ranch, and new Throne of Thunder raid encounters, there are some less well-known content details, such as the following:

Tonight's patch added hundreds of Tier 15 raid items, gorgeous models for all raid weapons, and a few minor spell changes! In addition, achievements for Ra-den, the new heroic-only boss, have been added:

Tier 15 Weapons: 3D Weapon Models

We've shown the colorations for ilvl 535 heroic weapons below--models have been added for LFR, Normal, and Heroic Tier 15 weapons. Click on the images to view them in our 3D Model Viewer--these weapons have amazing details that can only be seen by rotating them fully, as well as distinctive animations! You can also try out all of their animations on all character races.

In today's news round up, we found some big changes to blacksmithing on the 5.2 PTR! Blizzard is also conducting a ton of raid testing this week, for which we have a preview video, and launched a Patch 5.2 Under Development site that has information on the new raid, world bosses, factions, and PvP changes.

New Blacksmithing Training Projects

If leveling Blacksmithing always seemed daunting, 5.2 should make this a bit easier. There is a series of new Training Projects requiring Ghost Iron Bar that should get you from 1 to 500--no more flying around Azeroth for Mithril Ore.

This reminds us of the Pandaria leveling recipes added to Cooking at the start of Mists of Pandaria, which allowed players to level up cooking mostly from vendor materials and cut out the need for old-world reagent farming. So far, no other professions appear to have received a similar revamp on the PTR.

Training projects create cheap vendor items such as Ghost Iron Wok--there are no training plans that teach you armor recipes or vanity items. You can go back and easily learn the Azeroth recipes after you've leveled up.

In today's news round up, we have a ton of blue posts, a look at some PTR changes on the Darkmoon Faire, and most importantly, two preview videos by Lore of 5.2 raid encounters! Also check out the World of Warcraft Wireless Mouse over at ZAM.

When you use the item, you initially summon a bunch of fireworks. For the duration of the buff, your character will appear to wear a fun purple hat. This hat periodically sparkles and has small fireworks.

There is another Darkmoon hat datamined, Darkmoon Fishing Cap, which increases your fishing by +5 and has an on use effect (Darkmoon Fishing Cap) that summons a pool of Shipwrecked Debris and requires the Darkmoon Faire to be open. No word yet on what the source is.

5.2 Raid Videos

Triple Puncture: A brutal tri-horned strike that inflicts 462500 to 537500 Physical damage and increases the damage taken from Triple Puncture by 10% for 1 min. This effect stacks.

Double Swipe: Horridon swings his massive head and tail to and fro, inflicting 277500 to 322500 Physical damage to players in a 35-yard cone in front of and behind himself. This effect happens twice.

Charge: Horridon charges at a random player, performing a Double Swipe once he reaches their location.

Venom Bolt Volley: The Venomous Effusion unleashes a spray of vile toxins that inflicts 27750 to 32250 Nature damage to all enemies instantly, and 13875 to 16125 Nature damage every 3 sec for 1 min. This effect stacks.

Living Poison: When a Venomous Effusion is created, a pool of Living Poison forms beneath it. Living Poison inflicts 185000 to 215000 Nature damage to enemies within 4 yards every 0.5 sec and wanders around.

The Drakkari:War-God Jalak will call upon the Drakkari tribe to enter the arena third.

Risen Drakkari Warrior: Once called to action, Risen Drakkari Warriors pour from the Drakkari tribal door until it is destroyed.

Uncontrolled Abomination: The foul necromantic magics that animated the last remnants of the Drakkari tribe left them bereft of intelligence and purpose, causing the Risen Drakkari to attack random targets.

Risen Drakkari Champion: Once called to action, Risen Drakkari Champions pour from the Drakkari tribal door until it is destroyed.

Uncontrolled Abomination: The foul necromantic magics that animated the last remnants of the Drakkari tribe left them bereft of intelligence and purpose, causing the Risen Drakkari to attack random targets.

Drakkari Frozen Warlord: A total of three Drakkari Frozen Warlords will jump down from the arena stands once the Drakkari are called to action.

Mortal Strike: A powerful blow inflicts 300% weapon damage and leaves the player wounded, reducing the effectiveness of any healing received by 50% for 8 sec.

Frozen Orb: Summons an orb of frozen power that shoots a bolt of frost at a nearby enemy target every 0.5 sec, inflicting 185000 to 215000 Frost damage and slowing movement speed by 20% for 2 sec.

The Amani:War-God Jalak will call upon the Amani tribe to enter the arena last.

Amani'shi Protector: Once called to action, Amani'shi Protectors pour from the Amani tribal door until it is destroyed.

Amani'shi Flame Caster: Once called to action, Amani'shi Flame Casters pour from the Amani tribal door until it is destroyed.

Fireball: Hurls a ball of fire at a random player, inflicting 69375 to 80625 Fire damage.

Amani Warbear: A total of three Amani Warbears will jump down from the arena stands once the Amani are called to action.

Swipe: The warbear swipes with its claws, inflicting 83250 to 96750 Physical damage to players in a 0-yard cone.

Amani'shi Beast Shaman: Amani'shi Beast Shaman ride atop the powerful Amani Warbears and can be attacked once the Warbear has fallen.

Chain Lightning: The Beast Shaman calls upon the spirits of the storms to inflict 83250 to 96750 Nature damage to a player. Chain Lightning can jump to another player within 5 yards, affecting 3 total targets and increasing damage by 50% per jump.

Hex of Confusion: Hexes a player for 30 sec, giving them a 50% chance to injure themselves for 55500 to 64500 Physical damage when casting a spell or using an ability.

The Zandalari:War-God Jalak and his faithful Zandalari Dinomancers will come to the aid of Horridon during the battle.

Zandalari Dinomancer: Zandalari Dinomancers will jump down into the arena periodically.

Dino-Mending: The dinomancer channels a beam of healing energy at Horridon, healing 1% of Horridon's maximum health every 3 sec.

Dino Form: At 50% health, the dinomancer transforms into a powerful Devilsaur, increasing Physical damage dealt by 50% but preventing the dinomancer from casting Dino-Mending.

Orb of Control: When the Zandalari Dinomancer transforms, it drops its Orb of Control. A player can interact with the orb to temporarily dominate Horridon's mind, forcing the beast to charge into a tribal door. Destroying a tribal door prevents additional members of that tribe from entering the arena.

Headache: Charging into a tribal door gives Horridon a terrible headache, stunning him for 10 sec.

Cracked Shell: Horridon's shell cracks after ramming into a door, increasing damage taken by 50%. This effect stacks up to 4 times.

War-God Jalak: After all four tribes have been called, or when Horridon has been damaged below 30% health, War-God Jalak himself will enter the arena.

Molten Overload: When he reaches maximum molten energy, Ro'shak will overload and combust, casting Molten Inferno every 1 sec until he is degraded of molten energy.

Unleashed Flame: Ro'shak incinerates the largest cluster of enemies he can find, inflicting 600000 Fire damage split evenly among targets within 8 yards. Discharging this flame will relieve Ro'shak of 300 Molten Energy.There must be at least 3 targets clustered in order to get Ro'shak's attention.

Unleashed Flame: Ro'shak incinerates the largest cluster of enemies he can find, inflicting 600000 Fire damage split evenly among targets within 8 yards. Discharging this flame will relieve Ro'shak of 300 Molten Energy.There must be at least 5 targets clustered in order to get Ro'shak's attention.

Arcing Lightning: Quet'zal zaps a random player with Lightning, stunning them and causing them to shock nearby allies for 39000 to 41000 Nature damage. This effect jumps to nearby allies, causing them to also pulse with electricity.They are stunned until another player pulls them out of the storm.

Windstorm: Quet'zal pulls all players into the eye of a rushing windstorm. Players suffer 19500 to 20500 Nature damage every 1 second until they are able to exit the storm.Once the storm is over, some rushing winds will linger.

We also found a ton 5.2 audio spoilers covering Jaina, Anduin, Lor'themar, and more--over 40 minutes worth of dialogue. We've provided a rough transcript, breaking it down by character. Jaina and Lor'themar are both going after the Thunder King, Anduin and Wrathion are discussing politics during the legendary questline, the Shado-Pan launches an assault, and new developments are unearthed about the Titans and the Mogu.

Audio Spoilers

Anduin

It's a Pandaren board game. The object is for both players to win.

To what end? What are you two working towards? Using a Mogu weapon forge whose powers you barely understand.

Champion, I know that our people are at war. but if you blindly trust this black dragon in the pursuit of power, are you any better than your Warchief? Please, just..be careful. My friend, if you blindly trust a black dragon in the search for greater power, are you any better than Garrosh Hellscream? Please, just…be careful.

A chill just went up my spine. You're not seriously going to eat that? What are you trying to pull. what are you talking about? I don't trust you. I couldn't imagine a crueler tyrant. He enslaved this entire continent!

I'm not so sure about that, but I can tell you no great empire has stood the test of time by crushing his citizens. Remember the Mogu were overthrown. That should be the lesson of the thunder king--your move, by the way.

I can't believe your'e still alive. What are you two still plotting? It's…breathtaking!

Champion, I would think twice before putting that…thing on your head.

Elsia -- Blood Elf

For Silvermoon! Stay strong, we do what we must. Glory to the Sin'dorei. Our fate is on our hands. Our people with persevere. We must seize every opportunity.

You're here! The Reagent-Lord has asked for you specifically. Are you ready to go? Pandaren legends tell of Lei Shen, the Thunder King. He was a brutal founder of the Mogu empire over 12000 years ago. He united the Mogu, and defeated the other Pandaren races, and founded a glorious nation with the slave labor of those he conquered. The Thunder king built a palatial fortress on the borders of his empire--we should see it soon. There! Just ahead. The Isle of the Thunder King. The Pandaren are terrified that the former emperor will try to reclaim his empire, and enslave them once again, but we have our own reasons for assisting them. I will allow Lor'themar to explain.

Wow! Careful! It is nearly impossible to fly anywhere near the island. Be sure to speak with the Reagent Lord, he is waiting for you at the prow.

Up here, Champion! The Sunreavers have devised a way to ward our flying mounts against the lightning, but fly in loose formation, just in case. Look below! Our continued assaults of the town and the crypts have thrown the enemy into disarray. The Mogu and Zandalari already fear the might of the Horde.

Do you see the central tower? Lightning strikes it continually. Aethas suspects that the storms originate from the heart of the palace itself. The other rangers are waiting for us just ahead. Our first priority is -- Look out! Just ahead! The Sunwell! The Skies betray us! We are not safe up here! Down, everyone down!

Champion, are you alright? We are not safe at all--they were waiting for us. Our forces were scattered among the swamp and we are alone behind enemy lines. No, not good. They are pulling back, but we cannot let up now. Our only hope of getting out of here alive is to take the town. The entrance is barricaded. Break it down! I do not like the look of that troll! Be careful, they are protecting that mask. It must be the source of that barrier.

Destroy it! Destroy the spirit mask to bring down the barrier. He is protecting that mask. Kill him! Do not back down. We are winning this.

The shield, it is down! We did it. Champion, without your help, I would have died in taht swamp. I owe you my very life. Good work hero, let's move on. You are an inspiration--you make this look easy. I like your style, hero. Impressive. Stop touching me.

Zandalari

Let me share this gift with you. Ya spirit is mine. The Thunder King will reward us for stopping her. Witness the power of the Spiritbinder. Time to die! The Zandalari cannot be stopped. With the Thunder King's power, the Zandalari will be reborn! Lei Shen's power makes us stronger! Ya soul will pay the price. These fools thought they beat me once before, they only make me stronger. Now we show them the true power of the Zandalari.

Lei Shen, let us prove the might of the Zandalari. we will crush these intruders where they stand. We will never fail ya!

Jaina

Don't fall back, don't give them an inch. Bring those siege engines forward. Those Zandalari are nothing but lapdogs. Do you hear me? Everyone, stay together. Stay focused. Press the attack! We are stronger than they are strong. Press the attack! Hurry up with the explosives. We must break through. Where are my explosives?

Well done, we are through. Pull together everyone. Press the advantage! It's dead, you're an inspiration for the Kirin Tor.

Vereesa, are you hurt? You need to get back to camp, I can't lose you.

Gather up the wounded. We have struck a mighty blow today. The next part of our campaigin begins.

Your timing is perfect as always, hero. It is time to kick down the Thunder King's door. Speak to me when you are ready to begin the assault.

But…what. Of course they are. One problem at a time, Veressa. Everyone advance, and if anyone sees that traitor Aethas Sunreaver, save that one for me.

Ignore the Horde. Focus on the Zandalari guarding the door. They are trying to flank us…hold this position. Hand over the archmage, and I may let you walk out of here Lorthemar. Your people are legitimate prisoners of war. They orchestrated an attack on Darnassus, and my city! They have undermined every attempt at peace!

Very well, we will stand down, but know this, blood elf. There can be no peace while Hellscream is Warchief of the Horde. Everyone, regroup back at the camp. Our work is done.

You have earned my trust hero. Simply place my staff on the Thunder King's dais and it will do the rest. You are very brave to take this mission on. Good luck.

You did it! Pandaren Lorewalkers will be telling your story for generations. I can feel it. The Thunder King's power courses through my staff, but best of all, you forever disabled his infernal machine, leaving nothing for the Horde to claim as their own. When the time is right, I'll use this staff to bring the walls of Orgrimmar crashing down around Garrosh Hellscream's head.

Thank you friend. The Alliance is lucky to have you. This has been the worst year of my life…Theramore destroyed, and the betrayal from within the Kirin Tor. The lesson is clear. From here on out, I am taking the initiative. Just down the coast, the Horde are searching for a place to land their troops. They seek to defeat the Thunder King, not to protect Pandaria…but to claim his power for themselves. But this time, we are a step ahead. The Horde will find no purchase on these shores, and when the Thunder King lies bleeding, the Pandaren will see that it was Alliance heroes who stood by them in their hour of need. This fight will take everything we have. I hope you are ready.

I have selected a landing site on the island. High ground, that's easily defended. Unfortunately the Zandalari trolls have already claimed and fortified it. They're protecting it with a powerful spirit barrier. We'll need to take it down before we can portal our troops in. Champion, I need you to lead a ground assault and shatter that barrier from within. Mount up and rendezvous with Veressa Windrunner. She is organizing the forces that will accompany you. That's the Alliance spirit for you--unstoppable.

Vereesa, establish a perimeter! Modera, place the sentry words! Begin porting in tents and supplies. Everyone, take up positions. Enemies surround us on all sides, there is no time to waste.

Champion, you have exceeded my expectations. Our position on the Isle is secured, thanks to your courage and your will. Now, the true work begins.

Hail friend. I think I have a plan to infiltrate the Thunder King's armory. We'll use that creature you recovered, with a little help from the Shado-Pan. Speak to me when you are ready to begin. Veressa is waiting for you champion.

You two did it! I knew the Shado-Pan would make excellent allies, but together we have delivered a terrible blow to the Thunder King. Vereesa, gather up everything you can before the Mogu return--leave nothing for the Horde to claim.

Oh, they will be. But knowledge is power, and I will never turn down an opportunity to study something new. Thank you, and thank you hero. It will be difficult to hold the forge, but think of what we can learn here.

Hero, we were just talking about you. If we will defeat the Thunder King, we must breach the Shipyard. Now is the time for bold ideas. I love it! Brains over brute force.

Lorewalker

The Mogu tell a legend about Lei Shen, the Thunder King. It is said that he tore out the very heart of the Mogu god. And from that hateful act, he gained power over wind and stone. His followers fell to their knees before him. "We will call you the lightning king" they said. But Lei Shen did not agree. "Lightning strikes an in instant and is over in a flash," he said. But thunder, thunder, thunder proclaims the coming of the storm. Thunder quakes the skies long before the lightning strikes. And thunder echoes in the hills long after lightning power is spent. It is thunder that sends animal cowering and fills the hearts of peasants with dread. Let thunder be my herald, so that my power is felt throughout the land. I will be the Thunder King."

Oh my friend, that awful sound. For a hundred hundred generations, the crash of thunder filled the heart of Pandaren with terror. It is sad that after the revolution, the red crane of hope placed the rainbow in the sky so the Pandaren would know not to fear the storm any longer. I do not see any rainbows today. Do you?

Fathers and sons, mothers and daughters. As parents, we pass our legacy on to our children. What values do we chose to install in our progeny? What values will our children learn from our mistakes? What sort of world will we create and leave behind for our daughters and sons. Parents place their children on a path. But, they do not always know where the road will take them. The Mogu were children as well. Children of the Titans. They were once a legion of stone. Heartless and obedient. By the Titan's command, they fought the terrible servants of the Old Gods. They shaped the mountains and carved the rivers of the land. And they created a magical cradle of life in a hidden valley that we now call The Vale of Eternal Blossoms.

But eventually, the Titans fell silent, and their creations were cursed with flesh. The Mogu grew restless. Many generations later, when the Thunder King united them, they seized upon their legacy. I truly believe now that the Mogu thought they were doing the work of the Titans. They fought against the mantid and used the powers of the Vale to create new life. Oh, but such terrible works!

Parents cannot always be assured of their legacy they will leave behind. How especially true this is when the parents are gods and their children monsters.

Lor'themar Theron

Proudmoore! You will release my people from the VIolet Hold, or I will cut you down myself! The Sunreavers knew nothing of Garrosh's raid on Darnassus! I must protect my sovereign people!

Gather the wounded, withdraw to the harbor, I have selected a landing spot for our forces, a small peninsula to the east that is easily guarded. Alas, the Zandalari trolls have already claimed and fortified it. They are protecting it with a powerful spirit barrier. We will have to disable it before the ships can land. Champion, I need you to lead a ground assault and shatter that barrier from within. Mount up and rendezvous with Scout Captain Elsia. She is organizing an elite group of rangers to accompany you. May the light of the sun shine upon you.

Victory to the Sin'dorei and another triumph for the Horde. Rommath, establish a perimeter! Aethas, place the sentry wards! Unload the shelters and supplies! Brothers and sisters of the Horde, enemies surround us on all sides. Your courage for weeks to come will be the difference between victory and defeat.

Champion, you have brought glory to the Horde. Your unshakable will has brought victory here. Now, the real challenge begins.

Stand your ground! This is who I am, no paperwork, no politics. Just the hot fury of magic and steel! Press forward--we shape our own destiny today! We are the Horde. We do not back down, cut them down! Show them our might. Hurry, give us those explosives! Move up, press onwards! Show them no quarter! Rangers, to me. We have broken their lines.

Nonsense, this is where I belong. Champion, again you are at the forefront of a Horde triumph, and once more I am in your depth. Regroup behind the wards again--they will attack, but we will be ready.

Champion, our campaign is reaching a climax. We are at the very threshold of the Thunder King's palace. We are ready to knock down his door. Speak to me when you are ready.

Ah, so the grand lady of the Kirin Tor wants a fight, does she? Rangers, advance. I will deal with Proudmoore.

One problem at a time, people! I will deal with the Zandalari. Damn their hides! Rangers, hold this position.

You have earned my trust hero. This will be your most dangerous task yet--to steal the secrets of the Thunder King from the very heart of his lair. I wish you the very best of luck.

What have you brought back? Ah…fascinating. Blood as a power source, very powerful form of life magic. The work of the Titans perhaps. How does it work? Aethas, I want our best archmages studying this device at once. We have so much to learn.

Thank you Champion. The Horde may be on the verge of crisis, but your actions have ensured our continued survival and prosperity no matter what comes next. You have our deepest gratitude.

Aethas, leave us for a moment. Hero, you have served the Horde nobly across many campaigns. I feel I can take you into confidence. Our Warchief's campaign in Kalimdor and Pandaria is pulling the Horde apart at the seams. We are here to fight the Thunder King. Justice demands it, and Hellscream is too preoccupied at Domination Point to pay attention to it. To beat him, we must seek out the source of his greatest power--we must claim it for ourselves as leverage against our Warchief. In the event of an uprising, it is good to be prepared.

Heads up! It feels good to bloody my blade again. Against Alliance or Mogu, does not matter to me. Enough talk, you know how precarious our position is…between the Alliance and the Thunder King, only with heroes like you can we hope to succeed here. Good luck.

With the help of the Shado-Pan and this beast you recovered, I believe we can infiltrate and disable the Thunder King's armory. Speak to me when you are ready to begin. Elsia is waiting for you.

Rangers! Secure the forge. Smash the gate so it cannot be closed. Incredible work, I knew the Shado-Pan would be excellent allies. Regardless, we have dealt a terrible blow to the Thunder King today. Horde metalsmiths can begin studying Mogu fabrication techniques immediately.

In good time, my Pandaren friend, in good time. Ah Champion, we were just talking about you. The sheer audacity of the plan is what intrigues me. If we breach the shipyard, we will deprive the Mogu of further Zandalari reinforcements. Surely you agree that decisive action wins wars, Lord Zhu.

Shan-bu

As my emperor wills, bar the gates! The Zandalari have failed to hold the wall. Taran Zhu, it does not matter how many you array against the Thunder King. Soon all will kneel before him. Who needs a god? We have the Thunder King. Trolls, make yourselves useful. I am almost finished here.

Arise, and protect your beloved emperor! The emperor will be most pleased when I present him with your head, Shado-Pan. You are weak! You Shado-Pan scurry through the shadows like roaches. You Alliance is all flash, no strength whatsoever. Your Horde is a disgusting path of animals, hardly worth enslaving. Your cries of pain delight his Majesty. Our path is to rule, yours is to serve!

I tire of your insolence, I will choke the life from you, impudent slave. Noooo! My emperor! My emperor! I have failed you.

The docks are your responsibility--see that none pass His Majesty's gates.

Taoshi

The Alliance! The Horde! All chaos is about to erupt out here. My lord, you are gravely wounded. Lord Zhu! We must get you back to the monastery. Take Lord Zhu to safety. Hero, it will be up to you to defeat the Storm Lord Nalak. You will have to marshal a small army, but after what I have seen today, I have faith in you. It has been a great honor to fight by your side. Thank you.

Well now, you sure know how to arrive in style. This way. The doors can only be opened from within. We can slip through here quietly or fight our way through. It is your decision. The Mogu forged weapons of both blood and steel. Their blades feast on death. Slaves! Everywhere, slaves. You can see what we fight against. The Shado-Pan strike from the shadows--our enemies fear the dark. I have seen many things, but the cruelty of the Mogu still curdle my blood. We are in the heart of the Mogu war machine. They train their entire life for this. They will fear the Shado-Pan.

I prefer a swift silent kill, but your methods have their advantages. Your skills in combat are most impressive. The Shado-Pan will never rest! Step lightly, we are almost to the gate. There, the slave master! Hold his attention while I undo the lock. This lock! It is more complicated than I thought. Distract him while I hold him busy. I have it! The gates are undone!

We share a common enemy Lady Proudmoore, nothing more. My lady, the weapons of the Thunder King are an abomination and should be destroyed. Speak with me when you are ready.

Champion, hear me out. We strike the Shipyard at night, using this magnificent beast tamed. Once inside, we sabotage the Zandalari ship. In the chaos, we slip into the courtyard and open the gates from within. Thank you, Lord Zhu. I will not let you down.

I count six…not seven guards patrolling the sky. One of them flies higher than the others. He loops far out over the water, alone. He is overextending. That is our in. We will neutralize him, and take his route. Just a little closer…

The Zandalari are more cautious than I thought. Look down there, swarming with patrols. Those archers are keeping a close watch over the shipping area and their shamans have laid out a network of sentry totems. Here, use these darts to take down as many archers as you can. One of these smoke bombs will blind a sentry totem. Clear a path from the ship to the gate of the upper level. We'll need to cross on foot. We cannot circle up here for long. Do what you can while I plan our next move.

Our time is up. We need to get aboard that ship! We have got to disable more of their defenses, or we will never be able to get in! Loop around again! Easy now, getting close..and incapacitate them. There will be a very unpleasant surprise waiting for the next troll who disturbs these. Lets keep moving, we should sabotage the siege weapons towards the bow, then we will go below decks and find the captain, the ugly one.

Not as quiet as I would prefer, but it works. The courtyard gate is directly up that hill. Remember to stay clear of those sentry totems, let's move. Wait for it…go…here! Into the smoke! They found our little presence.

Would you prefer we go through the belly, or the ribcage? Now, the gates, before the Thunder King's entire army comes down on us. The fighting skills of my companion are quickly becoming known among the Shado-Pan.

We share a common enemy Reagent Lord, nothing more. With all respect, these abominable tools should be destroyed.

Champion, hear me out. We strike the Shipyard at night, using this magnificent beast you have tamed. Once inside, we sabotage the Zandalari ship. In the chaos, we slip into the courtyard and open the gates from within. Thank you, Lord Zhu. I will not let you down.

Taran Zhu

You will kneel, when you beg for my mercy! Monster. Those statues wield the power of the First Emperor, destroy them! Taoshi, get those doors open! Champion, with me! We must press forward while your comrades cover the rear. Shanbu, Aaain, you try to create a guard, when will you learn? Zandalari reinforcements are coming! We need more healing! Face me, Shanbu, or is the court of the Thunder King a den of cowards? Keep moving, avoid the Storm Lord's lightning! Dance around Shanbu's attack! We are faster, we are smarter! Look out! He is coming your way. Do not let him get close to you! Kill him! Quickly! Finish him!

You see…no power of this world can trample the pure of spirit. Children! Hand me my weapon. My weapon! Champion, with me. I want you to see this.

Enough! There will be no more bloodshed today! I see now why your Alliance and your Horde can not stop fighting. Every reprisal is itself an act of aggression, and every act of aggression triggers immediate reprisal. Silence! You must break the cycle! It ends today. The cycle ends when you, Reagent Lord, and you, Lady Proudmoore, turn from one another, and walk away. Champion, this cease-fire may not last, but remember what you have seen today. Shanbu's monstrocity remains at the foot of the palace…must be stopped, before it recks having across Pandaria.

It does not matter, Taoshi's proposal is too dangerous. Very well, Taoshi, if our champion here agrees, the proposal may proceed.

Vereesa

The Mogu and the Zandalari cower behind the Thunder King's walls. Lady Jaina has a plan to blast our way through. Speak to me when you are ready.

The siege is underway, but our heavy explosives never made it to the walls. Gather up the explosives and get them to the wall while I rally the reinforcements. The wall is wired up and ready to go. The honor is all yours. This way! The Zandalari are falling back. Through the breach! Focus on their priests, they are empowering the others! By the light, what did they do to that thing?

I am hurt! Do not back down! Kill that thing!

It is nothing. I am fine. Good--you are here. Lady Proudmoore, everyone is in position and the Shado-Pan are inside. But…the Horde is just across the courtyard. Lady Proudmoore, more Zandalari are approaching from the docks. They killed my husband!

This beautiful creature you rescued is immune to the lightning strikes that protect the island. Do you think you can ride it? Wonderful! Once you take to the skies, the Zandalari may come after you. Be ready to dog-fight in the air. Jump from mount to mount if you have to. A Shado-Pan agent will meet you behind the mines. Good luck!

Rangers, secure the forge. Smash the gate so it cannot be closed. Lady Proudmoore, it is safe for you to enter.

Rangers, shatter the hinges. Wedge the doors open. Your plan worked. The two of you accomplished the work of an army, indeed. We must get the two of you back to safety. Thanks to you, the Thunder King is now completely under siege.

Up here, champion! I think we have figured out a way to ward our flying mounts against the lightning. Fly in loose formation, just in case. Our excursions into the graveyard and town below are already paying off. Neither the Mogu or the Zandalari should be able to mount a counter-attack. Look at the central tower--lightning strikes it continually. We suspect the storms originate from the heart of the palace itself. The rendezvous is just up ahead. We have gathered an elite striking force.

What? The skies betray us! We are not safe up here! Down, everyone down!

Champion, are you alright? They were ready for us all along. Our forces are scattered and we are on our own. So much for the element of surprise. They are falling back--we must press the assault before they can regroup. Follow me--as I always say, Victory to the Bold!

The entrance is barricaded--break it down. Be quick on your feet! That is no ordinary Zandalari. They are protecting that mask. It must be the source of the barrier. Destroy it! Destroy the spirit mask to bring down the barrier. He is protecting the mask. Kill him! Keep it up! They are beginning to rout! The shield, it is down! We did it.

Jaina was right to recommend you. You saved the mission from disaster, and saved my life. Good work hero--let's move on.

In the name of the Kirin Tor! I like your style, hero. Impressive. I am glad you are here. Proudmoore needs all the reinforcements she can get--are you ready to go? The Pandaren are deeply concerned about the return of this Thunder King…but I am more concerned about the Horde. We can talk during the flight.

Over 12000 years ago, the Mogu empire was founded by Lei Shen, the Thunder King. He united the Mogu, and conquered the other Pandaren races, and built an empire that would last for thousands of years. Legend has it that the Thunder King possessed enormous power, and built himself a palatial fortress…we should be able to see it soon. There it is! The Isle of the Thunder King. Already the Horde is circling it like hungry birds of prey. If the Thunder King is not defeated, Pandaria will suffer--but it is worse if the Horde lays hands on the source of his power. The whole world will pay the price.

Look out! We have to land. It is almost impossible to fly here. Lady Jaina Proudmoore would like to see you as soon as possible.

For the Alliance! The Kirin Tor will protect you. Never forget Theramore--we will fight to the bitter end. This is a monstrous war.

Wrathion

World peace, my dear prince. You and I have the same goals, we only differ in our level of commitment. Come, hero, let us shape a new Azeroth together.

Why did you play that piece just now? That's ridiculous--why would you even play? Good, you're here. Speak to me when you're ready to begin. The trillium you bought me must be refined for our purposes. This foundry should be sufficient. Help me manipulate the molds--be ready to fight if we draw too much attention.

Clear out the rabble, would you? I need to concentrate. Keep the foundry clear. Excellent. Follow me--how interesting. This forge is built above ancient Titan machinery. Lei Shen, you clever, clever tyrant you. Now, if I were a dwarf, I would start randomly pushing buttons, but you and I are here for a purpose. Watch my back while I activate the forge.

Did you know that all dragons innately understand the language of the Titans? It was part of their grand design. Look at that! How easy it must have been for Lei Shen to build an empire. He wielded the power to create worlds! Please, keep away the distractions, I need to concentrate on this! Protect the forge.

Why were the Titans obsessed with hiding away all their toys? You Titans infuriate me. I am acting on behalf of the greater good. Do me a favor and silence those things. I am otherwise engaged. Fortunately, I can just disable the security. What would you do without me?

Look at that! The Mogu only used a fraction of the resources available to them. None of them possessed the cunning of the Thunder King. What's this? Anomaly detected. Anomaly? Look at that--this old Titan technology is acting like a magnet for the Sha. You're an expert at the Sha by now--clean up this mess! The forge draws power from the surrounding land--amazing! I suppose at one time, this whole island looked like the Vale of Eternal Blossoms.

I am almost finished…no good! Too dangerous! We'll try again later. The forge is overwhelmed, we've got to leave. No, no…this isn't right at all! Let's get out of here. There, our work is complete. We have forged a masterpiece, our work is done here. But the weapon…is not tempered. You must thrust the spear into the heart of the Storm Lord while he still lives. Be careful. The moment is pierces his hide, you will be assaulted by his power. It is important to throw the spear just before slaying the beast. Not a moment too soon, not a moment too late. I must make preparations on the mainland. Return to me on the Veiled Stair when you have what I need. Oh, and don't die.

Champion now, return now to the Isle of the Thunder King. I will meet you at the Forge, where together, we will create an instrument of legendary power.

I've been looking forward to your return, Champion. The Thunder King took within himself the powers of a Titan keep. We must take them back. Bring me his cruel black heart. We will be doing the Pandaren a favor, and the powers that we liberate will once again be put towards the service of Azeroth. Something tells me our friend has returned triumphant…ah, the heart of a king. The powers of a god! It is filled with Titan magic, the very power of creation.

I see them! A million worlds glittering in their perfection! One above all others! We have fallen, we must rebuild the final titan! Do not forget.

It…is gone. I don't remember any of it. None of them remember, the irony! Champion, I need time to digest what I have learned, but soon we will take action.

The Thunder King! What a magnificent individual. Can you imagine what his empire would have been like today, if it had not been overthrown and hidden by the Pandaren? Benevolence is a luxury for the strong, young prince. No great empire was ever built with kindness. I worry you may be too soft to wear your kingdoms crown, Prince Anduin. You would do wise to learn your father's hardness.

Two, in dragon years. It is your move.

Is that our friend? Send him up. Remind me to tell you the story about my friend here, and what we accomplished together at Ravenholdt. Good times. Few mortals possess such tenacity and courage. Meet me atop Mason's Folly, where we met before. I keep no secrets, you can accompany us, Anduin Wyrnn, if your injury permits. I implore my Horde friend here not to push you off the cliff.

Truly a splendor! Have you ever seen such a view, Prince Anduin. It's about to get more inspiring. At the dawn of the world, when the mortal races were young, they did not yet possess the secrets of fire. They shivered in the rain, until in one instant, lightning tore the sky. It rent a tree asunder and set it aflame. Mortals gathered around the fire in awe and wonder. It could cook their food, and warm their homes. They seized it and protected it. They fed the fire every hour of every day. Hot coals from one primitive camp to the next. Do you see? In a flash of light, civilization was born. Truly, lightning is a gift of the gods. The Mogu, ah the Mogu, their minds were so small. They were built to serve and when they lost their master, they served themselves.

But they could have been so much more. They built an empire when they could have built a new world! We will do better, Champion. Behold, the Crown of Heaven. My gift to you. You are the ember, you are the spark. You are the fire that will spread across the world. You will awaken Azeroth's potential. Come to me. We know now that the Mogu share their roots with the Titans, but many questions remain. Why were they here? Why Pandaria? What were the Mogu sent here to guard--or destroy? We are missing the final puzzle pieces, and you will help me find them. The crown I have given you will be as your third eye. It will tie us together. I will see what you see. Together, we will lay the secrets of the Titans bare. I will be watching you closely, hero! There is so much we can learn from the Mogu. There's a hidden darkness to these lands--can you feel it?

Throne of Thunder Weapons

Click on the images to view them in our 3D Modelviewer!

There's been a number of important blue posts tonight, including information on the upcoming PTR raid schedule and Ghostcrawler commenting on future set bonus changes. Click the cut to read them all!

For today's news round up, we've got our very first look at the new 5.2 raid zone, Throne of Thunder. We also have some more Blizzard clarifications on 5.2 features--the ilvl for Throne of Thunder LFR is 480, PvP Honor gear will be nerfed to 476 to encourage people to increase their ilvl through PvE, and while the Item Upgrade vendors are removed in 5.2, they're still most likely returning in 5.3, and already-upgraded items will keep their stats.

Council of Elders

Raid testing on the PTR started Friday, January 11th, for the Council of Elders, so Lore from TankSpot tested and made a great preview video of the encounter! Even if you're not a dedicated raider, this video is still pretty cool because it's our first look at the interior of the Throne of Thunder--and it looks pretty awesome.

Click the "Dungeon Journal" tab to see a list of all the abilities! (Note: spell values generally default to 10-player normal, you can view "Effect" on a spell page to see the values for all difficulties.)

The Spirit of Gara'jal: The spirit of Gara'jal the Spiritbinder possess a random councillor, empowering their abilities and causing them to generate Dark Energy. The spirit remains in a councillor until they suffer 25% of their maximum health in damage. Once the spirit is forced out, it rushes to inhabit a new councillor, resets Dark Energy to 0, and leaves behind the Lingering Presence effect.

Lingering Presence: When the Spirit of Gara'jal leaves a councillor, it leaves behind the Lingering Presence effect. This effect increases all damage done by 10% and increases the rate that Dark Energy is generated by 10% for the remainder of the fight. This effect stacks.

Dark Power: If a councillor reaches 100 Dark Energy they will begin to cast Dark Power every second. Dark Power inflicts 9250 to 10750 Shadow damage to all players and increases in damage by 10% with each cast.

Soul Fragment: Every other time the Spirit of Gara'jal is forced out of a councillor, he leaves behind a Soul Fragment.Soul Fragments possess a random player, inflicting 35000 Shadow damage every 3 sec until the Soul Fragment is passed to another player. In addition, each time the Soul Fragment deals damage, it applies Shadowed Soul to that player.

In 25-Player Heroic Difficulty, a Soul Fragment is created every time that the Spirit of Gara'jal is forced out of a councillor.

Shadowed Soul: All damage taken increased by 5% for the remainder of the fight. This effect stacks.

Frost King Malakk:

Frigid Assault: Frost King Malakk imbues his weapons with ice, causing his melee attacks to inflict 73125 to 76875 Frost damage. In addition, each melee attack applies the Frigid Assault effect. The Frigid Assault effect will stun the target for 15 sec if it reaches 15 stacks.

Biting Cold: Frost King Malakk shrouds a player in ice, inflicting 82875 to 87125 Frost damage and afflicting them with Biting Cold. Biting Cold causes the player to inflict 82875 to 87125 Frost damage to all allies within 4 yards every 2 sec for 30 sec.

Frostbite: Frost King Malakk uses this ability while possessed by the spirit of Gara'jal.Frost King Malakk shrouds a player in ice, inflicting 97500 to 102500 Frost damage and afflicting them with 5 stacks of Frostbite. Frostbite causes the player to inflict 29250 to 30750 Frost damage per stack of Frostbite to all allies within 4 yards every 2 sec for 30 sec.Stacks of Frostbite are reduced by 1 for each player that stays within 4 yards of the player afflicted with Frostbite. The number of stacks of Frostbite cannot be reduced below one.

In 10-Player modes, 2 stacks of Frostbite are removed for each player within 4 yards.

On Raid Finder difficulty, 4 stacks of Frostbite are removed for each player within 4 yards.

Body Heat: When a player is hit by an ally's Frostbite, they begin to lose Body Heat over 8 sec. Once Body Heat expires, the player is Chilled to the Bone and no longer able to contribute to reducing the number of stacks of Frostbite an ally has for 8 sec.

Kazra'jin:

Reckless Charge: Kazra'jin rushes towards a random player's location, inflicting 69375 to 80625 Nature damage to all players in a line to his target and knocking all players within 5 yards back when he lands.

Overload: Kazra'jin uses this ability after performing a Reckless Charge while possessed by the spirit of Gara'jal.Kazra'jin becomes electrified, stunning himself for 20 sec and reflecting 50% of all damage taken as Nature damage.

Discharge: Kazra'jin uses this ability after performing a Reckless Charge while possessed by the spirit of Gara'jal.Kazra'jin becomes electrified, stunning himself for 20 sec and reflecting 10% of all damage taken as Nature damage to all players.

Sul the Sandcrawler:

Sand Bolt: Sul the Sandcrawler hurls a bolt of sand at a random player's location, inflicting 138750 to 161250 Nature damage to all players withing 5 yards of the targeted location.

Quicksand: Sul the Sandcrawler summons a pool of Quicksand at a random player's location, afflicting them with Entrapped.Quicksand inflicts 121875 to 128125 Nature damage every second to all players within 7 yards and causes them to become Ensnared.

Ensnared: Quicksand pools cause players to gain a stack of Ensnared every second they are inside of it. Ensnared reduces movement speed by 15% per stack.If Ensnared reaches 5 stacks, players become Entrapped.

Entrapped: Players at the location of a pool of Quicksand being created or that reach 5 stacks of Ensnared are rooted in place for 30 sec.

Sandstorm: Sul the Sandcrawler uses this ability while possessed by the spirit of Gara'jal.Sul the Sandcrawler summons a sandstorm that inflicts 35000 Nature damage to all players every second for 8 sec, and animates all existing pools of Quicksand, transforming them into Living Sand.

Living Sand: Living Sand creatures rise from pools of Quicksand whenever a Sandstorm occurs, and remain active until they are killed.When a Living Sand dies, it creates a new pool of Quicksand at their location.

Fortified: Living Sand that are still active when a sandstorm occurs become fortified. This effect heals the Living Sand to full and increases all damage done by 100% until they are killed. This effect stacks.

Treacherous Ground: Quicksand pools that overlap with one another will combine into a single pool of proportionately larger size.Living Sand risen from Quicksand pools that have combined into larger pools have their health and damage increased by 100% for each pool that has combined.

Wrath of the Loa: High Priestess Mar'li strikes a player with the Wrath of the Loa, inflicting 115625 to 134375 Holy damage.

Blessed Loa Spirit: High Priestess Mar'li summons a Blessed Loa Spirit at her location. The spirit will move towards Mar'li's ally with the lowest remaining health and heal them for 5% of their maximum health if the spirit is not killed before reaching its target.If the spirit is still alive after 20 sec. it will instantly jump to its target and heal them for 5% of their maximum health.

Wrath of the Loa: High Priestess Mar'li uses this ability while possessed by the spirit of Gara'jal.High Priestess Mar'li strikes a player with the Wrath of the Loa, inflicting 138750 to 161250 Shadow damage.

Shadowed Loa Spirit: High Priestess Mar'li uses this ability while possessed by the spirit of Gara'jal.High Priestess Mar'li summons a Shadowed Loa Spirit at her location. The spirit fixates on a random player and pursues them for 20 sec, instantly killing them if the spirit comes within 6 yards of the player.If the spirit is still alive after 20 sec it will instantly jump to its target and kill them.

Twisted Fate: High Priestess Mar'li uses this ability while possessed by the spirit of Gara'jal.High Priestess Mar'li rips the souls from two random players and links them together. Each soul pursues the soul it is linked to and inflicts 250000 Shadow damage to all players every 3 sec. The damage of Twisted Fate is reduced the further each soul is from the other.When a soul dies, severing the link between the two, the remaining soul begins to inflict 100000 Shadow damage every 3 sec.

Click the cut to read more Blizzard posts, including clarifications on LFR required item levels and item upgrades in 5.2!

Watcher

On Friday, January 11, we will be testing our first two raid encounters of the 5.2 test cycle.

Each encounter should be available at approximately the listed times below for all Public Test Realms.

Horridon - 10 Player Normal10:30 PDT (13:30 EDT, 19:30 CEST)

Council of Elders - 10 Player Normal16:00 PDT (19:00 EDT, 01:00 CEST)

As always, this testing schedule is very fluid and subject to the realities of a beta environment. We might have to change the time of a testing session or cancel it entirely, due to bugs, builds, server hardware issues, etc. This is particularly true for this test, since it's our first 5.2 raid test. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.

Important Testing Notes

Q: How do I get into the raid zone?

A: At the northeastern edge of the swamp on the Thunder King's island, there is a Shado-Pan camp in a small cave. A sewer grate in this cave will take you directly to the zone-in point for the raid zone. (As more of the island unlocks, players will be able to access the main gate directly.)

Q: What gear do I use to test the raid?

A: As we did for Beta raid testing, we will be scaling players' gear inside the raid in order to facilitate testing. Gear will be scaled (up or down, as appropriate) to item Level 502 for the purposes of testing Normal modes.

Today's 5.2 feature covers information about upcoming encounters--raid bosses and scenarios! While some bosses have incomplete entries so far and the loot tables aren't known yet, you can still get a sense of what the encounters are like with the Dungeon Journal. We think it's pretty neat that the Dungeon Journal is deliberately vague about Ra-den, a heroic-only encounter, by saying he's instead "shrouded in mystery"--brings back a sense of player discovery.

And as there's no new 5-player dungeons planned for the rest of MoP, we've highlighted our 5.2 scenario summaries to give you a taste of upcoming small-group content.

No New Dungeons in 5.2

People who read the 5.2 PTR Patch Note Preview may have noticed that there was no mention of new 5-player dungeons. Zarhym clarified that this was intentional, as it would disrupt the current progression model.

LFR has taken the place of dungeons for gearing-up mid-expansion. While players enjoyed Magisters' Terrace at the end of Burning Crusade, in the current raid context, it's strange for a dungeon's loot to be on par with raid gear. Players were unhappy with how 4.3 dungeon loot was comparable to normal Firelands, and it seems this is something Blizzard doesn't want to repeat. With multiple Raid Finder segments in MoP--five in Tier 14, four in Tier 15--players are intended to do these instead for gear catchup.

Zarhym

No 5-player dungeons planned. In the current endgame progression model, it'd be funky having a new 5-player tier in 5.2. (Source)Yeah it would be "funky" to add more 5 man content that alot of players want, seeing as how we only have nine atm

Not what I was referring to, which was current endgame itemization and the fact that 5.2 will have 15 raid bosses. (Source)

Those 15 bosses cant replace dungeonsd as catch up mechanisms. Do you want to go back to TBC poaching?